/Engine/Source/Runtime/Engine/Classes/Components/PrimitiveComponent.h
Get the state of the rigid body responsible for this Actor's physics, and fill in the suppliedFRigidBodyStatestruct based on it.
true if we successfully found a physics-engine body and update the state structure from it.
bool GetRigidBodyState ( [FRigidBodyState](API\Runtime\Engine\Engine\FRigidBodyState) & OutState, [FName](API\Runtime\Core\UObject\FName) BoneName )